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Year 2025, Volume: 8 Issue: 3, 291 - 302, 25.07.2025
https://doi.org/10.33438/ijdshs.1645063

Abstract

References

  • Azizan, A. (2024). Mapping the Muscle Mass: A Birds-Eye View of Sarcopenia Research Through Bibliometric Network Analysis. Int J Disabil Sports Health Sci, 7(1), 134-143. [CrossRef]
  • Azizan, A., Azmi, A., & Yusof, M. Y. P. M. (2024). Bibliometric Analysis on Geriatric Rehabilitation in Scopus Database (1948-2022). Topics in Geriatric Rehabilitation, 40(1), 60-68. [CrossRef]
  • Azizan, A., & Fadzil, N. H. M. (2024). What stops us and what motivates us? A scoping review and bibliometric analysis of barriers and facilitators to physical activity. Ageing Research Reviews, 99, 102384. [PubMed] [CrossRef]
  • Baragash, R. S., Aldowah, H., & Ghazal, S. (2022). Virtual and augmented reality applications to improve older adults’ quality of life: A systematic mapping review and future directions. In Digital Health,8, 1-34. [PubMed] [CrossRef]
  • Barbosa, H., De Castro, A. V, & Carrapatoso, E. (2017). Exercises and serious games applied to the rehabilitation for older adults. CAPSI 2017 Proceedings. 27, 354-361. [CrossRef]
  • Beltran-Alacreu, H., Navarro-Fernández, G., Godia-Lledó, D., Graell-Pasarón, L., Ramos-González, Á., Raya, R., Zugasti, A. M. P., & Fernandez-Carnero, J. (2022). A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study. JMIR Serious Games, 10(1), e31404. [PubMed] [CrossRef]
  • Binder, J. C., Zöllig, J., Eschen, A., Mérillat, S., Röcke, C., Schoch, S. F., Jäncke, L., & Martin, M. (2015). Multi-domain training in healthy old age: Hotel Plastisse as an iPad-based serious game to systematically compare multi-domain and single-domain training. Frontiers in Aging Neuroscience, 7(137), 1-22. [CrossRef] [PubMed]
  • Boletsis, C., & McCallum, S. (2016). Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players. Games for Health Journal, 5(4), 241-251. [PubMed] [CrossRef]
  • Borda, A., Molnar, A., Heys, M., Musyimi, C., & Kostkova, P. (2023). Editorial: Digital interventions and serious mobile games for health in low- and middle-income countries (LMICs). In Frontiers in Public Health, 11, 1153971, 1-3. [CrossRef] [PubMed]
  • Brox, E., Konstantinidis, S. T., & Evertsen, G. (2017). User-centered design of serious games for older adults following 3 years of experience with exergames for seniors: A study design. JMIR Serious Games, 5(1), e2. [PubMed] [CrossRef]
  • Charness, N., & Boot, W. R. (2022). A Grand Challenge for Psychology: Reducing the Age-Related Digital Divide. Current Directions in Psychological Science, 31(2), 187-193. [CrossRef] [PubMed]
  • ChePa, N., Sie-Yi, L. L., Yusof, N., Wan Yahaya, W. A. J., & Ishak, R. (2023). Impacts of Game-based psychotherapy intervention to elderly with memory disorder. Entertainment Computing, 44, 100532. [CrossRef]
  • Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285–296. [CrossRef]
  • Goldberg, B., & Cannon-Bowers, J. (2015). Feedback source modality effects on training outcomes in a serious game: Pedagogical agents make a difference. Computers in Human Behavior, 52, 1-11. [CrossRef]
  • Guo, X., Pei, J., Ma, Y., Cui, Y., Guo, J., Wei, Y., & Han, L. (2023). Cognitive Frailty as a Predictor of Future Falls in Older Adults: A Systematic Review and Meta-Analysis. Journal of the American Medical Directors Association, 24(1), 38-47. [PubMed] [CrossRef]
  • Levy, F., Leboucher, P., Rautureau, G., Komano, O., Millet, B., & Jouvent, R. (2016). Fear of falling: Efficacy of virtual reality associated with serious games in elderly people. Neuropsychiatric Disease and Treatment, 12, 877-881. [PubMed] [CrossRef]
  • Manca, M., Paternò, F., Santoro, C., Zedda, E., Braschi, C., Franco, R., & Sale, A. (2021). The impact of serious games with humanoid robots on mild cognitive impairment older adults. International Journal of Human Computer Studies, 145, 102509. [CrossRef]
  • Marston, H. R. (2013). Digital Gaming Perspectives of Older Adults: Content vs. Interaction. Educational Gerontology, 39(3),194-208. [CrossRef]
  • Narong, D. K., & Hallinger, P. (2023). A Keyword Co-Occurrence Analysis of Research on Service Learning: Conceptual Foci and Emerging Research Trends. In Education Sciences, 13(4), 1-24. [CrossRef]
  • Ning, H., Li, R., Ye, X., Zhang, Y., & Liu, L. (2020). A Review on Serious Games for Dementia Care in Ageing Societies. IEEE Journal of Translational Engineering in Health and Medicine, 8, 1400411. [PubMed] [CrossRef]
  • Przybysz, K., & Stanimir, A. (2023). How Active Are European Seniors Their Personal Ways to Active Ageing? Is Seniors’ Activity in Line with the Expectations of the Active Ageing Strategy? Sustainability (Switzerland), 15(13), 10404. [CrossRef]
  • Rudnicka, E., Napierała, P., Podfigurna, A., Męczekalski, B., Smolarczyk, R., & Grymowicz, M. (2020). The World Health Organization (WHO) approach to healthy ageing. Maturitas, 139, 6-11. [PubMed] [CrossRef]
  • Ruiz-Rosero, J., Ramirez-Gonzalez, G., & Viveros-Delgado, J. (2019). Software survey: ScientoPy, a scientometric tool for topics trend analysis in scientific publications. Scientometrics, 121(2), 1165-1188. [CrossRef]
  • Shahmoradi, L., Mohammadian, F., & Rahmani Katigari, M. (2022). A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects. In Behavioural Neurology, 26, 2017975. [PubMed] [CrossRef] Sillaots, M., & Fiadotau, M. (2023). Making Legislative Process Understandable: Survey of Parliaments’ Serious Games of European Countries. Proceedings of the European Conference on Games-Based Learning, 10, 583-591. [CrossRef]
  • UN DESA. (2017). UN Department of Economic and Social Affairs. https://www.un.org/en/desa/world-population-projected-reach-98-billion-2050-and-112-billion-2100 #:~:text=Calendar-,World%20population%20project ed%20to%20reach%209.8%20billion%20in%202050%2C%20and,Nations%20report%20being%20launched%20today.
  • Van Eck, N.J., & Waltman, L. (2010). Software survey: VOSviewer, a computer program for bibliometric mapping. Scientometrics, 84(2), 523-538. [PubMed] [CrossRef]
  • Wiemeyer, J., & Kliem, A. (2012). Serious games in prevention and rehabilitation-a new panacea for elderly people? In European Review of Aging and Physical Activity,9(1), 41-50. [CrossRef]
  • Zelinski, E. M., & Reyes, R. (2009). Cognitive benefits of computer games for older adults. Gerontechnology, 8(4), 220-235. [PubMed] [CrossRef]

A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights

Year 2025, Volume: 8 Issue: 3, 291 - 302, 25.07.2025
https://doi.org/10.33438/ijdshs.1645063

Abstract

The rising global aging population presents significant healthcare challenges, particularly in cognitive decline, physical rehabilitation, and social well-being. Serious games have emerged as an innovative intervention, offering interactive and engaging solutions to enhance cognitive function, mobility, and emotional health in older adults. However, a comprehensive understanding of research trends, key contributors, and thematic developments remains limited. This study conducts a bibliometric analysis of serious games in geriatric care using Web of Science (WoS) and Scopus, analyzing 95 unique publications with ScientoPy and VOSviewer. The results indicate a steady increase in research output, with a significant surge post-2020, reflecting growing recognition of serious games as effective geriatric interventions. European countries, particularly Italy, Spain, France, and Germany, lead in research contributions, while Qatar, Greece, and the United States host key institutions driving advancements in this field. A co-occurrence analysis of author keywords identified two primary thematic clusters: (1) Cognitive Health and Neurodegenerative Conditions, focusing on dementia, mild cognitive impairment, and cognitive training, and (2) Aging and Rehabilitation, emphasizing mobility, engagement strategies, and gamification. These findings highlight the interdisciplinary nature of serious games, integrating health sciences, psychology, and digital technologies. This study provides a strategic overview of the field, identifying research gaps, key trends, and emerging directions. The findings offer valuable insights for academics, healthcare professionals, and policymakers, guiding the future development of evidence-based serious game applications to enhance the quality of life for older adults.

Ethical Statement

None

References

  • Azizan, A. (2024). Mapping the Muscle Mass: A Birds-Eye View of Sarcopenia Research Through Bibliometric Network Analysis. Int J Disabil Sports Health Sci, 7(1), 134-143. [CrossRef]
  • Azizan, A., Azmi, A., & Yusof, M. Y. P. M. (2024). Bibliometric Analysis on Geriatric Rehabilitation in Scopus Database (1948-2022). Topics in Geriatric Rehabilitation, 40(1), 60-68. [CrossRef]
  • Azizan, A., & Fadzil, N. H. M. (2024). What stops us and what motivates us? A scoping review and bibliometric analysis of barriers and facilitators to physical activity. Ageing Research Reviews, 99, 102384. [PubMed] [CrossRef]
  • Baragash, R. S., Aldowah, H., & Ghazal, S. (2022). Virtual and augmented reality applications to improve older adults’ quality of life: A systematic mapping review and future directions. In Digital Health,8, 1-34. [PubMed] [CrossRef]
  • Barbosa, H., De Castro, A. V, & Carrapatoso, E. (2017). Exercises and serious games applied to the rehabilitation for older adults. CAPSI 2017 Proceedings. 27, 354-361. [CrossRef]
  • Beltran-Alacreu, H., Navarro-Fernández, G., Godia-Lledó, D., Graell-Pasarón, L., Ramos-González, Á., Raya, R., Zugasti, A. M. P., & Fernandez-Carnero, J. (2022). A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study. JMIR Serious Games, 10(1), e31404. [PubMed] [CrossRef]
  • Binder, J. C., Zöllig, J., Eschen, A., Mérillat, S., Röcke, C., Schoch, S. F., Jäncke, L., & Martin, M. (2015). Multi-domain training in healthy old age: Hotel Plastisse as an iPad-based serious game to systematically compare multi-domain and single-domain training. Frontiers in Aging Neuroscience, 7(137), 1-22. [CrossRef] [PubMed]
  • Boletsis, C., & McCallum, S. (2016). Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players. Games for Health Journal, 5(4), 241-251. [PubMed] [CrossRef]
  • Borda, A., Molnar, A., Heys, M., Musyimi, C., & Kostkova, P. (2023). Editorial: Digital interventions and serious mobile games for health in low- and middle-income countries (LMICs). In Frontiers in Public Health, 11, 1153971, 1-3. [CrossRef] [PubMed]
  • Brox, E., Konstantinidis, S. T., & Evertsen, G. (2017). User-centered design of serious games for older adults following 3 years of experience with exergames for seniors: A study design. JMIR Serious Games, 5(1), e2. [PubMed] [CrossRef]
  • Charness, N., & Boot, W. R. (2022). A Grand Challenge for Psychology: Reducing the Age-Related Digital Divide. Current Directions in Psychological Science, 31(2), 187-193. [CrossRef] [PubMed]
  • ChePa, N., Sie-Yi, L. L., Yusof, N., Wan Yahaya, W. A. J., & Ishak, R. (2023). Impacts of Game-based psychotherapy intervention to elderly with memory disorder. Entertainment Computing, 44, 100532. [CrossRef]
  • Donthu, N., Kumar, S., Mukherjee, D., Pandey, N., & Lim, W. M. (2021). How to conduct a bibliometric analysis: An overview and guidelines. Journal of Business Research, 133, 285–296. [CrossRef]
  • Goldberg, B., & Cannon-Bowers, J. (2015). Feedback source modality effects on training outcomes in a serious game: Pedagogical agents make a difference. Computers in Human Behavior, 52, 1-11. [CrossRef]
  • Guo, X., Pei, J., Ma, Y., Cui, Y., Guo, J., Wei, Y., & Han, L. (2023). Cognitive Frailty as a Predictor of Future Falls in Older Adults: A Systematic Review and Meta-Analysis. Journal of the American Medical Directors Association, 24(1), 38-47. [PubMed] [CrossRef]
  • Levy, F., Leboucher, P., Rautureau, G., Komano, O., Millet, B., & Jouvent, R. (2016). Fear of falling: Efficacy of virtual reality associated with serious games in elderly people. Neuropsychiatric Disease and Treatment, 12, 877-881. [PubMed] [CrossRef]
  • Manca, M., Paternò, F., Santoro, C., Zedda, E., Braschi, C., Franco, R., & Sale, A. (2021). The impact of serious games with humanoid robots on mild cognitive impairment older adults. International Journal of Human Computer Studies, 145, 102509. [CrossRef]
  • Marston, H. R. (2013). Digital Gaming Perspectives of Older Adults: Content vs. Interaction. Educational Gerontology, 39(3),194-208. [CrossRef]
  • Narong, D. K., & Hallinger, P. (2023). A Keyword Co-Occurrence Analysis of Research on Service Learning: Conceptual Foci and Emerging Research Trends. In Education Sciences, 13(4), 1-24. [CrossRef]
  • Ning, H., Li, R., Ye, X., Zhang, Y., & Liu, L. (2020). A Review on Serious Games for Dementia Care in Ageing Societies. IEEE Journal of Translational Engineering in Health and Medicine, 8, 1400411. [PubMed] [CrossRef]
  • Przybysz, K., & Stanimir, A. (2023). How Active Are European Seniors Their Personal Ways to Active Ageing? Is Seniors’ Activity in Line with the Expectations of the Active Ageing Strategy? Sustainability (Switzerland), 15(13), 10404. [CrossRef]
  • Rudnicka, E., Napierała, P., Podfigurna, A., Męczekalski, B., Smolarczyk, R., & Grymowicz, M. (2020). The World Health Organization (WHO) approach to healthy ageing. Maturitas, 139, 6-11. [PubMed] [CrossRef]
  • Ruiz-Rosero, J., Ramirez-Gonzalez, G., & Viveros-Delgado, J. (2019). Software survey: ScientoPy, a scientometric tool for topics trend analysis in scientific publications. Scientometrics, 121(2), 1165-1188. [CrossRef]
  • Shahmoradi, L., Mohammadian, F., & Rahmani Katigari, M. (2022). A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects. In Behavioural Neurology, 26, 2017975. [PubMed] [CrossRef] Sillaots, M., & Fiadotau, M. (2023). Making Legislative Process Understandable: Survey of Parliaments’ Serious Games of European Countries. Proceedings of the European Conference on Games-Based Learning, 10, 583-591. [CrossRef]
  • UN DESA. (2017). UN Department of Economic and Social Affairs. https://www.un.org/en/desa/world-population-projected-reach-98-billion-2050-and-112-billion-2100 #:~:text=Calendar-,World%20population%20project ed%20to%20reach%209.8%20billion%20in%202050%2C%20and,Nations%20report%20being%20launched%20today.
  • Van Eck, N.J., & Waltman, L. (2010). Software survey: VOSviewer, a computer program for bibliometric mapping. Scientometrics, 84(2), 523-538. [PubMed] [CrossRef]
  • Wiemeyer, J., & Kliem, A. (2012). Serious games in prevention and rehabilitation-a new panacea for elderly people? In European Review of Aging and Physical Activity,9(1), 41-50. [CrossRef]
  • Zelinski, E. M., & Reyes, R. (2009). Cognitive benefits of computer games for older adults. Gerontechnology, 8(4), 220-235. [PubMed] [CrossRef]
There are 28 citations in total.

Details

Primary Language English
Subjects Physiotherapy
Journal Section Review
Authors

Azliyana Azizan 0000-0002-0548-3975

Early Pub Date July 15, 2025
Publication Date July 25, 2025
Submission Date February 22, 2025
Acceptance Date May 19, 2025
Published in Issue Year 2025 Volume: 8 Issue: 3

Cite

APA Azizan, A. (2025). A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights. International Journal of Disabilities Sports and Health Sciences, 8(3), 291-302. https://doi.org/10.33438/ijdshs.1645063
AMA Azizan A. A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights. International Journal of Disabilities Sports &Health Sciences. July 2025;8(3):291-302. doi:10.33438/ijdshs.1645063
Chicago Azizan, Azliyana. “A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights”. International Journal of Disabilities Sports and Health Sciences 8, no. 3 (July 2025): 291-302. https://doi.org/10.33438/ijdshs.1645063.
EndNote Azizan A (July 1, 2025) A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights. International Journal of Disabilities Sports and Health Sciences 8 3 291–302.
IEEE A. Azizan, “A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights”, International Journal of Disabilities Sports &Health Sciences, vol. 8, no. 3, pp. 291–302, 2025, doi: 10.33438/ijdshs.1645063.
ISNAD Azizan, Azliyana. “A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights”. International Journal of Disabilities Sports and Health Sciences 8/3 (July2025), 291-302. https://doi.org/10.33438/ijdshs.1645063.
JAMA Azizan A. A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights. International Journal of Disabilities Sports &Health Sciences. 2025;8:291–302.
MLA Azizan, Azliyana. “A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights”. International Journal of Disabilities Sports and Health Sciences, vol. 8, no. 3, 2025, pp. 291-02, doi:10.33438/ijdshs.1645063.
Vancouver Azizan A. A Scientometric Study on Serious Games in Geriatric Care: Research Trends and Insights. International Journal of Disabilities Sports &Health Sciences. 2025;8(3):291-302.


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